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[Tome of Battle-Swords of Legend] Caladbolg - Sword of Heroes

One of the things I personally hate about the Tome of Battle is that amongst all of the interesting and favorable maneuvers and powers sits the legacy items section in the back of the book. This section is an absolute insult to the rest of the book in my opinion; instead of simply creating something new and powerful like the rest of the book is, the authors of Tome of Battle fell back on the old Weapons of Legacy sourcebook, literally pulling lore word for word with but a few tweaks here and there to try and incorporate it to Tome of Battle. The result is less then amusing.

So instead, I'm going to try and create some 'real' legendary swords; or weapons, that is. I'm making them for my own campaign mostly, which draws heavily off of real-world mythology, but I'd like to request the community's help in making weapons that are both fun and flavorful.

Caladbolg - Sword of Heroes

Caladbolg is a mighty weapon indeed. At roughly 24 inches in length, at its full power this shortsword's hilt and blade seamlessly connect so the blade itself looks like one gloriously long piece of well-balanced metal. The weapon itself has a glorious luster that matches the time of day; at sunrise and sunset, the blade sparkles with a breathtaking and fiery golden orange; during the day its sword is a shining and clear sky blue, and at night the blade is a deep navy blue. Regardless of time of day, gemstones gleam across the sword, mimicking clouds, stars, and even moons. For these reason, Chalabolg has often gone by the name "Blade of the Heavens" in some legends.

Legend: According to most legends, Caladbolg was the gift of the gods to mortal men, a promise that no matter what, there will always be champions to battle against Evil. And as promised, throughout ever culture and every race, tales of mighty heroes wielding a blade that shines with the colors of the sky exist, though only the most dedicated of martial scholars have pieced together these legends into a solid confirmation of the blade. It is said that even Reshar sought this mighty blade; some going as far to say that his mysterious leave from the Temple of Nine Swords had a quest for this blade at its heart. If this was the case, Reshar's quest ended in vain, as Caladbolg is not a sword that can simply be found and claimed like a piece of property; it is the forces of Good made manifest, and it only makes itself known to a mortal champion with a kind heart and pure soul.

Legend of the Heir: Because of this, every single documentation of Caladbolg's wielders report that they found the sword merely by chance; many more of them found it as an extremely mundane, even run-down blade that had a strong attraction to the wielder's eye. Unlike other Legendary weapons, Caladbolg makes only whom it chooses into its heir; Caladbolg cannot be broken for anyone and many tales tell of the foes of heroes attempting to break the blade's will, only to loose their minds.

In-Game Terms: The Dungeon Master decides who is the wielder of Caladbolg when incorporating it into their campaign. In some cases, a Player might never be chosen, but regardless, when Caladbolg selects a new heir, they gain the Heir of Caladbolg feat as a bonus feat. In addition, the character becomes extremely attached to Caladbolg; even in its rusty and run-down form.

Legend of Emergence: Caladbolg sits dormant, waiting for its weilder to progress in skill and might. Many others might question how Caladbolg's heir can so easily wield such a mundane weapon, but the heir themselves does not. They pay little mind to the taunts of jeers of their peers for using a worn blade; it, after all, answers to their every movement perfectly.

Eventually, the time will come that Caladbolg's heir will face Evil. When that day comes, they must step up to the challenge and fight to the end. They must prove to the sword and to themselves that they are worthy of the title, Champion of Good, by fairly besting Evil, even when Evil might not. Upon completing this challenge, Caladbolg's true power erupts forth, flooding the heir with new power.

In-Game Terms: In order to unlock Caladbolg's first level of power, its heir must challenge or be challenged by an Evil creature to a one-on-one duel. The heir must abide by all rules of the engagement and fight fairly, though the Evil creature is under no such obligation. Breaking the rules of the combat fails the ritual instantly. Upon besting the Evil creature, the heir of Caladbolg gains the Ritual of Emergence feat as a bonus feat, and Caladbolg's appearance changes to match the one in the description.

Legend of Good Deeds: The wielders of Caladbolg were all people of upstanding personal virtual, willing to lay their lives down for the plights of others. After awaking Caladbolg, its heir feels a similar compulsion. Aiding those in need is a task that feels more fulling then a thousand meals to the heir of Caladbolg, and they often dedicate their lives to this task. Over the course of a thousand deeds, Caladbolg slowly awakens, preparing for the battle against true Evil.

In-Game Terms: After awakening Caladbolg, the heir feels a compulsion to perform Good deeds if they didn't already. This effect can't be suppressed; it isn't strong enough. This compulsion does not force the character to do anything, they just gain a tendency to genuinely help people. Now that Caladbolg is in its true form, the heir can make Knowledge {History} checks to research its origins, and on a DC 35 check, they learn of the many deeds other heroes have performed.

Performing Good acts empowers the blade, and after aiding a thousand people, the sword reaches its next level of power, granting the heir of Caladbolg the Ritual of Good Deeds feat.

Legend of Sacrifice: After aiding countless people and making thousand of lives better, finally, the time comes. The hero makes a bold stand against the legions of Evil, and they are not afraid. They slice through their enemy's lines, destroying the darkness that opposes them. In the end of the day, only the light of righteousness prevails; the light of Caladbolg.

In-Game Terms: In order to unlock Caladbolg's true power, its heir must face an extremely powerful force of Evil whose total Challenge Rating is at least 20 or higher. They may be accompanied by allies for this Ritual, and the Challenge Rating can be a combination of Evil creatures, such as a warhost of Paladins of Slaughter. Upon succeeding, Caladbolg's heir gains the Ritual of Righteousness feat.

Smite Evil (Su): Caladbolg is wholly Good, and it can channel this energy to destroy Evil. The bearer of Caladbog unlocks this power if they have an initiator level of 6 or greater and and possess the Ritual of Emergence feat. This power allows Caladbolg's wielder to unleash a torrent of Good energy that damages Evil foes. As a standard action, Caladbolg's wielder can make a smite attack, adding their Charisma bonus (if any) to their attack roll and dealing extra damage equal to their total Hit Dice. If Caladbog's wielder has any levels in Paladin, Smite Evil uses gained from the sword are added to the Paladin's total number of smite attempts per day, and the Paladin uses their Hit Dice instead of their Paladin level to determine bonus damage dealt.

When Caladbolg's has an initiator level of 12 or more and possesses the Ritual of Good Deeds feat, they can use this ability up to twice per day. When they have an initiator level of 18 or more and possess the Ritual of Righteousness feat, they can use this ability up to three times per day.

Insurmountable Fortitude (Ex): Caladbolg's bearer becomes extraordinarily tough while in possession of the blade. If they have an initiator level of 10 or more and possess the Ritual of Emergence feat, Caladbolg's weilder gains 3 bonus HP for each level they possess. If Caladbolg's wielder gains additional levels, they gain 3 bonus HP at those levels. If Caladbolg's weilder looses levels, they permanently loose 3 HP per leve lost. This bonus stacks with similar effects (such as the Improved Toughness feat).

Weapon Special Quality: Caladbolg is a weapon that strives to suit the needs of its possesser, and with the right materials and some intense focus, Caladbolg will mold itself, gaining new powers. When Caladbolg's weilder has an initiator level of 13 and possesses the Ritual of Good Deeds and Ritual of Emergence feats, they can enhance Caladbolg with special abilities. In order to do so, Caladbolg's wielder must donate goods, services, or money to people who truly need the goods, funds, or services equal to the cost of the special ability in gold. Caladbolg's wielder can use this ability to place any number or combination of weapon special abilities on Caladbolg, so long as they do not exceed Caladbolg's enhancement bonus (just like any other magic weapon).

Heroic Strike (Ex): By the time Caladbolg's wielder has an initiator level of 15 and posseses the Ritual of Emergence and Ritual of Good Deeds feats, Caladbolg's weilder already has the makings of a true hero of legend and can use this potential to restore certain martial maneuvers. Once per day, as a swift action, Caladbolg's wielder can select a single exhausted Caladbolg maneuver and ready it. The newly readied maneuver cannot be used until the start of your next turn. When Caladbolg's wielder has an initiator level of 19 and posses the Ritual of Righteousness feat, they can use this power twice per day.

Luck of Legends (Ex): Every true hero has a certain amount of luck behind them, and Caladbolg bestows that twist of fate upon its weilder. If Caladbolg's weilder has an initiator level of 16 and possesses the Ritual of Emergence and the Ritual of Good Deeds, he or she can use this power to reroll a single d20 they rolled; be it an attack roll, skill check, or saving throw. This ability can be used after Caladbolg's weilder knows the result of the roll, but not after the result is revealed.

Bastion of Good (Su): By the time their initiator level is 20 and they possess the Ritual of Emergence, Ritual of Good Deeds, and Ritual of Righteousness feats, Caladbolg's weilder has unlocked their weapon's true power, and their own as well. Together, they are a force of righteousness that cannot be paralelled. Once per day, Caladbolg's wielder can force a single Evil creature they dealt damage to with Caladbolg whose Hit Dice are equal to or less then their own to make a Will save (DC 25 + weilder's Charisma modifier) or instantly die.

Feats

Spoiler

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Heir of CaladbolgType: [Caladbolg]Prerequisite: Must be chosen by Caladbolg as its new weilder. Benefit: You can weild Caladbolg without any type of penalties; you are the only person the sword will obey and respond to. In addition, by calling out to Caladbolg, the sword will instantly appear in your primary hand, no matter how far away it is (even if its on another plane). Using this extraordinary ability is a full-round action that provokes an attack of opportunity.

Ritual of EmergenceType: [Caladbolg]Prerequisite: Heir of Caladbolg, fullfil the requirements of the Ritual of Emergence. Benefit: You have proven yourself to Caladbolg as a worthy individual, capable of handing its masterful power. You gain the ability to use the Slicing the Mountain maneuver; it is added to your list of maneuvers known and can be readed like any other maneuver you know. In addition, you can now begin unlocking the special powers of Caladbolg, gaining the 5th level to 10th level special powers of Caladbolg; so long as you are of the appropriate level.

Ritual of Good DeedsType: [Caladbolg]Prerequisite: Heir of Caladbolg, Ritual of Emergence, fullfil the requirements of the Ritual of Good Deeds. Benefit: You have once again proven yourself to Caladbolg; this time with you kind heart and good soul. You gain the ability to use the Sanctity of Shed Tears maneuver; it is added to your list of maneuvers known and can be readied like any other maneuver you know. In addition, you can unlock more of Caladbolg's power, gaining the 11th level to 15th level special powers of Caladbolg; so long as you are of the appropriate level.

Ritual of RighteousnessType:Prerequisite: Heir of Caladbolg, Ritual of Emergence, Ritual of Good Deeds, fullfil the requirements of the Ritual of Righteousness. Benefit: You have proven yourself as a bastion of Good to Caladbolg, willing to trade your life for that of another. You gain the ability to use the Shooting Stars of Caladbolg maneuver; it is added to your list of maneuvers known and can be readied like any other maneuver you know. In addition, you can unlock Caladbolg's true power, gaining the 16th level to 20th level special powers of Caladbolg; so long as you are of the appropriate level.

With tremendous momentum, you swing Caladbolg towards your foe, sending a shock wave of rainbow-colored light smashing into all that stand in its way.

As part initiating this maneuver, you make a ranged touch attack against all creatures in the target area by swinging Caladbolg in a broad arch. Each touch attack is rolled separately. If the attack hits, you deal normal weapon damage +4d6 points of damage. This damage (including the weapon damage) is treated as force damage and ignores all Damage Reduction and Hardness, though a successful Reflex save halves this damage. This maneuver is a Supernatural ability.

In addition, if you have completed the Rite of Good Deeds, any Evil creatures struck by this attack must make a Fortitude save (DC equal to the damage dealt) or be stunned for 1d4 rounds.

The power of those you've helped courses through Caladbolg and your very blood, their tears protecting you and your comrades in your moment of need.

As part of initiating this maneuver, you must touch a creature. The touched creature is healed for 1d8 points of damage +1d8 points/5 initiator levels you possess. In addition, the touched creature gains a +1 sacred bonus to their Armor Class and to all saving throws they make per 5 points of damage healed this way for 24 hours.

This ability is channeled with positive energy, so using it against an undead creature deals damage instead of healing it (just as a cure spell would). In addition, the undread creature is dazed for 1 round and takes a penalty towards their Armor Class and to all saving throws equal to +1 per 5 points of damage dealt this way for 24 hours. An undead affected by this maneuver is entitled to a Will save (16 + your Charisma modifier); sucess halves the damage it takes and prevents all other conditions. This maneuver is a Supernatural ability.

You raise Caladbolg to the skys and bellow loudly. The world around you dims, as if the forces of Good itself ready to smite your foes. Thunderous roars of divine lightning smash into your foes, destroying them wholely.

All creatures within 100 feet of you are struck unerringly with divine lighting; this lightning allows no type of saving throw or damage reduction under any circumstance. Struck targets take 6d8 points of divine damage when this maneuver is activated, and at the start of each of their next five turns as long as they are within the affected area.

The heir of Caladbolg can choose to single out creatures to be never be struck by this maneuver; protecting them from the divine lightning's wrath and smiting all others. Singling out creatures takes no additional time, but must be done when the maneuver is fir initiated. The wielder of Caladbolg is never struck by this damage under any circumstance.

If the heir of Caladbolg initiates this maneuver while a previous Shooting Stars of Caladbolg effect is in place, they can choose to either end the previous one and center a new effect in a 100 foot spread from themselves or they can choose to refresh the duration of the previous one. In both cases, all creatures the heir has not omitted from the attack take instant damage, as per using the maneuver on the first round. Slaying the weilder of Caladbolg ends this effect. This maneuver is a Supernatural ability.

Edit: The maneuver recovering strike ability probably also needs to say that the recovered maneuver is granted to Crusaders etc. It is actually weaker than a Warblade's recovery, and arguably weaker than a Crusader's. I would make it a standard action and say it can be done at-will...

Last edited by DracoDei; 2010-01-24 at 02:14 AM.

Running: Ruceeglaelsktinag ICOOCMap
Power Rangers:"BIG TWIST!!" (Opinions of the Players/PCs do not necessarily reflect those of the GM) ICOOC No active map.
For everything else (including my extensive homebrew) see: Extended SignatureMy Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.

Re: [Tome of Battle-Swords of Legend] Caladbolg - Sword of Heroes

Edit: The maneuver recovering strike ability probably also needs to say that the recovered maneuver is granted to Crusaders etc. It is actually weaker than a Warblade's recovery, and arguably weaker than a Crusader's. I would make it a standard action and say it can be done at-will...

Fixed the spelling error and corrected the Ritual naming. Ritual of Rediscovery was a working name for what is now Ritual of Emergence.

As for the Maneuver recovering ability, I changed it to a swift action instead of a full-round action, but you can't use the maneuver until the start of your next turn. Think that'll work better?

Originally Posted by Temotei221

I'm pretty happy that you're going to make the nine swords.

Caladbolg is a good choice.

I thought it was a pretty good legendary sword as well :). I'm also thinking of Excalibur and Muramasa for others.

EDIT: Removed the line on the Shed Tears maneuver about it removing every negative Status Condition. I went back and forth on it for a while, and I decided the AC and Save bonus, as well as the healing, was enough.

Re: [Tome of Battle-Swords of Legend] Caladbolg - Sword of Heroes

As for the Maneuver recovering ability, I changed it to a swift action instead of a full-round action, but you can't use the maneuver until the start of your next turn. Think that'll work better?

Looks good.

Running: Ruceeglaelsktinag ICOOCMap
Power Rangers:"BIG TWIST!!" (Opinions of the Players/PCs do not necessarily reflect those of the GM) ICOOC No active map.
For everything else (including my extensive homebrew) see: Extended SignatureMy Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.

Re: [Tome of Battle-Swords of Legend] Caladbolg - Sword of Heroes

The 9th level maneuver is interesting, though since there's no double-threat component (knocking prone, slowing down, or otherwise keeping enemies from leaving the affected area with all due haste) it seems a bit weak. Still, as long as it isn't Concentration-based (it's not, right?), it's not terrible.

People seemed to like this better, but only marginally so - the way one might prefer to be stabbed than shot. Optimally, one isn't stabbed or shot. Optimally, one eats some cake! But there are times when cake is not available, and instead we are destroyed. This is the deep poetry of the universe. -- Tycho Brahe

Re: [Tome of Battle-Swords of Legend] Caladbolg - Sword of Heroes

Originally Posted by dyslexicfaser

The 9th level maneuver is interesting, though since there's no double-threat component (knocking prone, slowing down, or otherwise keeping enemies from leaving the affected area with all due haste) it seems a bit weak. Still, as long as it isn't Concentration-based (it's not, right?), it's not terrible.

Its not a concentration ability. The idea was that it'd balance out to do (on average) as much damage as Inferno Blast, but over the course of 5 rounds. You can drop this massive AoE ability (100 FEET is a LOT) and continue with your smashing. I also forgot to add to the maneuver that you can single out individuals (unlike Inferno Blast) to not be affected by the maneuver.

I think the ability to run out of the 100 foot spread is balanced out by the fact that you can use the power without fear of your allies getting nailed, but what do you think?

Last edited by Golden-Esque; 2010-01-24 at 01:35 PM.
Reason: Apparently I don't know the different between yards and feat ...

Re: [Tome of Battle-Swords of Legend] Caladbolg - Sword of Heroes

Originally Posted by Golden-Esque

Its not a concentration ability. The idea was that it'd balance out to do (on average) as much damage as Inferno Blast, but over the course of 5 rounds. You can drop this massive AoE ability (100 yards is a LOT) and continue with your smashing. I also forgot to add to the maneuver that you can single out individuals (unlike Inferno Blast) to not be affected by the maneuver.

I think the ability to run out of the 100 foot spread is balanced out by the fact that you can use the power without fear of your allies getting nailed, but what do you think?

Yards =/= feet.

Can you recover the maneuver and use it again while the original use of the maneuver is still active? I would say no, but there's nothing in there about it, unless I missed it.

Re: [Tome of Battle-Swords of Legend] Caladbolg - Sword of Heroes

Yeah, and being irresistable, untyped damage is a lot better than fire damage... spread out isn't as good as all at once, but the irrestable part makes up for it.

Bastion of Good MAY need to specify that you have to strike with the weapon itself.

Running: Ruceeglaelsktinag ICOOCMap
Power Rangers:"BIG TWIST!!" (Opinions of the Players/PCs do not necessarily reflect those of the GM) ICOOC No active map.
For everything else (including my extensive homebrew) see: Extended SignatureMy Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.

Although, the fear of hitting your allies is fairly large. I missed that. Maybe you could allow Reflex saves for them?

When you original use this maneuver, you can specify creatures to not be struck by the lightning, so there's no fear of striking your allies. It was one of the manuever's balancing points, given that the damage can be avoided by taking a full round action to run out of it for most creatures.

Anyway, to answer your question about multiple uses of the same maneuver, well, I think what I'm going to do is add a line to Shooting Stars of Caladbolg that says if the heir initiates it when another Shooting Star effect is in place, it refreshes the duration of the older one. What do you think?

And yeah, I'm sorry that I bounced back between yards and feet. The maneuver strikes an area in a 100 foot spread. 300 feet (what it would be in yards) would be a little too ridiculous, and why say 100 yards when you could say 300 feet?